Maps I could make on my future free time
Posted: Sat Jul 27, 2013 10:23 am
Relatively soon, ill have some serious free time and I do have some map ideas.
So far, I have 3 main maps I could be making and I would like some suggestions or know what you might prefer. Note that I am very likely to pick the one that I ultimately care in the end. Still want some input nonetheless.
The main map ideas are :
FIGHTERS AND BUILDERS
A decent Fighters and Builders map. Perfectly playable from 2 to 14 players. Either 4v4, 5v5 or 6v6 as standard. Max 7v7.
Highlights :
- The income is shared between Builders and the team supply (200 by default) is split between Fighters.
- Because of the above, the player can pick the Builder or Fighter with no drawback. Requires 1 Builder and 1 Fighter minimum per team.
- Game starts at Tier 1.5 (ex : Marines, Marauders, Reapers, Stalkers, Hydralisks as 1.5, Roaches, etc.) and add +0.5 max tier until Tier 5. By comparison , tiers will be similar to melee and Warlords and Merchants' Elite units.
- At each +0.5 tier, income is also increased for builders. *Maybe* even beyond.
- Reserve system to keep extra units above your Fighter's supply. Units in reserve regenerate at 1 life/shield/energy per second.
- Fighters can easily store units in their reserve then draw other available units (as long it doesn't go above his own max supply). Ultimately adding more weight to choosing the right units and healing damaged ones.
- Map control with locations to hold for team bonuses. Ideally to avoid just an 1-shot deathballing the other team.
Likely extensions :
- Customize brand new units (Tier 1 to 5) to bring to battle. Can use allies' schematics. Saved in your bank file for future games.
- Allow dual Fighter/Builder role play for players with 3 games as Builder and 3 games as Fighter. Likely for fighters that want some control of units built.
- Pick Fighter, Builder or Dual in lobby in advance.
- Likely to add Warlords and Merchants' Elite units and liked Combo units as the initial extra units.
Possible extra extensions :
- Choose your team income and team supply at game start.
- Side trick so I can get unit schematics off players' banks to hardcode them into the map as additional extra units with credits to them.
- "Unit data sheets" where you could customize existing units' stats (within reason) for your own private games. Storable in bank file.
SPACE EXPLORATION RPG
A space exploration RPG. Likely to be named "Infinite Space". Playable from 1 to 15 players.
Highlights :
- Involves a special trick to allow to explore potentially infinitely (as long I extend the map's triggers/data) thus allowing any number of galaxies with sectors (likely 15x15 to 25x25 sectors per galaxy).
- The above can also allow specific area instances of quests or quest-specific sectors.
- Explore the galaxies as you encounter friendly ones to hellfiend ones or even clearly batshit crazy ones (yes, French-on-the-heavy-drugs crazy).
- Various towns and quests. Find rare ones in the lost corners of the galaxies.
- Auto-pilot feature (auto-movement from sector-to-sector) and Warp (much faster but consumes tons of energy) to known sectors/galaxies, towns or allied players.
Likely extensions :
- Trading ships and merchandise aspect where there are varying prices to buy/sell goods from location to location.
- Level up as a captain. Level does determine which ships you can use (maybe along with other special prerequisites).
- PvP and PK'ing can be enabled yet can be 100% avoided for anti-PK players.
- If you PK a low level player, the Space Justice League will come hunt with no mercy to avenge him/her. Quitting a game won't save you from it.
- "Warp Escape" button to flee if threaten but not if not in direct fire. Allies can use "Warp Assist" to come. Would-be PKer can use "Warp Pursue" vs warping out victims. Different warp speeds depending on ship/equipment.
- Light/Explorer ships are much more likely to fully Warp Escape from slow battle-centric ships.
Possible extra extensions :
- Build "wish/dream" enemy units to confront in "dream" special galaxies (most likely to be most batshit insane with all players' creations). Could even extend to equipment and quests.
- Allow players to have a town ship to make a town, provide player support and do researches instead of using a normal ship.
- Holodeck in towns for battle simulations with stuff you didn't even get or you custom built in the holodeck.
TACTICS SCENARIO MAKER
A Tactics scenario player/builder. Playable from 1 to 15 players but 3 is standard.
Most similar to Impossible Scenario maps but with important scenario making support. In short, you control smaller armies vs larger standing enemy ones then you must win by your superior tactics.
Highlights :
- Build your own Tactics scenarios to play with other players.
- Base map will have my own Tactics scenarios hardcoded and will add more over time.
- Base customization would include unit placement (even facing) and basic stat modifications.
- Allow to place structures and possibly doodads.
- Can auto-transfer scenarios between players in their bank file.
- Side trick so I can get scenarios off players' banks to hardcode them into the map. Thus freeing creators' bank file to make even more. With credit to the original authors. With version control as well.
Likely extensions :
- Deep unit customization including lots of stats, choosing model, modified weapons, writing unit name/descriptions, etc.
- Ability to reuse sets of unit data and such to minimize bank usage. For example, you could pick "0 build speed for all Zerg units" to avoid using 10x-20x of bank space by doing it manually and doing the extra work. Other examples would be "No Lift/Land for all Terran structures", "Instant 100% regeneration if not in combat for 20 seconds" and countless of practical cases.
Possible extra extensions :
- Full support for making scenarios in multiplayer with friends.
- Setup specific objectives, player teams, resources (to train/build), maximum supply and so on.
- Could allow camera and cinematics support along with text for custom stories.
- Cortex command support for scenario making.
- Option to make a randomized scenario which place enemy units in a reasonable and winnable fashion.
- Could potentially further extend into customizing units/settings for a melee setting, a defense map setting, a survival setting, etc.
So far, I have 3 main maps I could be making and I would like some suggestions or know what you might prefer. Note that I am very likely to pick the one that I ultimately care in the end. Still want some input nonetheless.
The main map ideas are :
FIGHTERS AND BUILDERS
A decent Fighters and Builders map. Perfectly playable from 2 to 14 players. Either 4v4, 5v5 or 6v6 as standard. Max 7v7.
Highlights :
- The income is shared between Builders and the team supply (200 by default) is split between Fighters.
- Because of the above, the player can pick the Builder or Fighter with no drawback. Requires 1 Builder and 1 Fighter minimum per team.
- Game starts at Tier 1.5 (ex : Marines, Marauders, Reapers, Stalkers, Hydralisks as 1.5, Roaches, etc.) and add +0.5 max tier until Tier 5. By comparison , tiers will be similar to melee and Warlords and Merchants' Elite units.
- At each +0.5 tier, income is also increased for builders. *Maybe* even beyond.
- Reserve system to keep extra units above your Fighter's supply. Units in reserve regenerate at 1 life/shield/energy per second.
- Fighters can easily store units in their reserve then draw other available units (as long it doesn't go above his own max supply). Ultimately adding more weight to choosing the right units and healing damaged ones.
- Map control with locations to hold for team bonuses. Ideally to avoid just an 1-shot deathballing the other team.
Likely extensions :
- Customize brand new units (Tier 1 to 5) to bring to battle. Can use allies' schematics. Saved in your bank file for future games.
- Allow dual Fighter/Builder role play for players with 3 games as Builder and 3 games as Fighter. Likely for fighters that want some control of units built.
- Pick Fighter, Builder or Dual in lobby in advance.
- Likely to add Warlords and Merchants' Elite units and liked Combo units as the initial extra units.
Possible extra extensions :
- Choose your team income and team supply at game start.
- Side trick so I can get unit schematics off players' banks to hardcode them into the map as additional extra units with credits to them.
- "Unit data sheets" where you could customize existing units' stats (within reason) for your own private games. Storable in bank file.
SPACE EXPLORATION RPG
A space exploration RPG. Likely to be named "Infinite Space". Playable from 1 to 15 players.
Highlights :
- Involves a special trick to allow to explore potentially infinitely (as long I extend the map's triggers/data) thus allowing any number of galaxies with sectors (likely 15x15 to 25x25 sectors per galaxy).
- The above can also allow specific area instances of quests or quest-specific sectors.
- Explore the galaxies as you encounter friendly ones to hellfiend ones or even clearly batshit crazy ones (yes, French-on-the-heavy-drugs crazy).
- Various towns and quests. Find rare ones in the lost corners of the galaxies.
- Auto-pilot feature (auto-movement from sector-to-sector) and Warp (much faster but consumes tons of energy) to known sectors/galaxies, towns or allied players.
Likely extensions :
- Trading ships and merchandise aspect where there are varying prices to buy/sell goods from location to location.
- Level up as a captain. Level does determine which ships you can use (maybe along with other special prerequisites).
- PvP and PK'ing can be enabled yet can be 100% avoided for anti-PK players.
- If you PK a low level player, the Space Justice League will come hunt with no mercy to avenge him/her. Quitting a game won't save you from it.
- "Warp Escape" button to flee if threaten but not if not in direct fire. Allies can use "Warp Assist" to come. Would-be PKer can use "Warp Pursue" vs warping out victims. Different warp speeds depending on ship/equipment.
- Light/Explorer ships are much more likely to fully Warp Escape from slow battle-centric ships.
Possible extra extensions :
- Build "wish/dream" enemy units to confront in "dream" special galaxies (most likely to be most batshit insane with all players' creations). Could even extend to equipment and quests.
- Allow players to have a town ship to make a town, provide player support and do researches instead of using a normal ship.
- Holodeck in towns for battle simulations with stuff you didn't even get or you custom built in the holodeck.
TACTICS SCENARIO MAKER
A Tactics scenario player/builder. Playable from 1 to 15 players but 3 is standard.
Most similar to Impossible Scenario maps but with important scenario making support. In short, you control smaller armies vs larger standing enemy ones then you must win by your superior tactics.
Highlights :
- Build your own Tactics scenarios to play with other players.
- Base map will have my own Tactics scenarios hardcoded and will add more over time.
- Base customization would include unit placement (even facing) and basic stat modifications.
- Allow to place structures and possibly doodads.
- Can auto-transfer scenarios between players in their bank file.
- Side trick so I can get scenarios off players' banks to hardcode them into the map. Thus freeing creators' bank file to make even more. With credit to the original authors. With version control as well.
Likely extensions :
- Deep unit customization including lots of stats, choosing model, modified weapons, writing unit name/descriptions, etc.
- Ability to reuse sets of unit data and such to minimize bank usage. For example, you could pick "0 build speed for all Zerg units" to avoid using 10x-20x of bank space by doing it manually and doing the extra work. Other examples would be "No Lift/Land for all Terran structures", "Instant 100% regeneration if not in combat for 20 seconds" and countless of practical cases.
Possible extra extensions :
- Full support for making scenarios in multiplayer with friends.
- Setup specific objectives, player teams, resources (to train/build), maximum supply and so on.
- Could allow camera and cinematics support along with text for custom stories.
- Cortex command support for scenario making.
- Option to make a randomized scenario which place enemy units in a reasonable and winnable fashion.
- Could potentially further extend into customizing units/settings for a melee setting, a defense map setting, a survival setting, etc.